Documente Academic
Documente Profesional
Documente Cultură
Norbert G. Matausch
Core Mechanic 7 Surgery costs of Cyberware 27
Roll your Stats 7 Cyberware Brands 28
Choose a Class 7 Hacking 29
Armor Points 8 Software 29
Armor Proficiency 8 Cyberdecks 29
Converting Saves 8 Data Fortresses 30
Players‘ Turn 8 Cyberspace Combat 30
Time and Turns 8 Defense Walls 31
Movement & Distance 9 Trap Software 31
Initiative 9 Attack Nodes 31
Enemy HD 9 Info Nodes 32
Attacks, Defenses, Damage 9 Character Classes 35
Two-Handed Weapons, Dual Wielding 9 Solo 36
Full-Automatic Fire 9 Martial Artist 37
Critical Damage 10 Rocker 38
Death & Dying 10 Face 39
Powerful Opponents 10 Techie 40
Healing 10 Netrunner 41
Resting 11 Cop 42
Experience 11 Nomad 43
Gaining Levels 11 Corporate 44
Encumbrance 11 Fixer 45
Class Weapons 11 Price Lists 47
Random Encounters 11 Lifestyle costs 48
Reactions 11 Gear 48
Usage Die 12 Weapons 49
Contacts 12 Ammunition 49
Drugs 15 Enemies 51
Drugs, Primary Effects 16 Tables 55
Drugs, Permanent Effects 16 Names 56
Drugs, Delivery Systems 16 Cyberdeck brands, random tables 58
Drugs, Side Effects 17 Firearm brands, random tables 59
Drugs, Explanation of Effects 18 Firearm models, random tables 60
Drugs, Combining of 20 Ammunition, random tables 60
Vehicles 22 Alcoholic Drinks, random table 61
Vehicles, Chases 22 Bands, random table 61
Vehicle Upgrades 23 Bars, random table 62
Vehicle Brands 23 Chemicals, random table 62
Drones 23 Smokes & Vapes, random table 63
Cyberware 24 Drinks, random table 63
Cyberpsychosis 24 Company names, random table 64
Cyberware, Creation of 25 Demon names, random table 64
Cyberware Accessories 25 Street drugs, random table 65
Cyberware, Bioware 25 Gangs, random table 65
Cyberware Audiosystems 25 Mobsters, random table 66
Cyberhands 26 Herbs, random table 66
Cyberlimbs 26 Office Buildings, random table 67
Cyberlimb Devices 26 Trideo movies, random table 67
Cyberoptic Systems 26 Small towns, random table 68
Glue Armor 27 Snacks, random table 68
Cyberware Implants 27 Games, random table 69
Cyberware Neurosystems 27 OGL and copyright note 70
OM Shri Ganeshaya Namah
May 2016,
Norbert G. Matausch
THE WORLD
YOU LIVE IN
The year is 2020. latest trends in ultrafashion. Enter-
Global corporations. Private armies. tainment is everywhere, and all of it
Puppet governments. Colonies in is empty, devoid of meaning. Drugs,
space. Technology that goes straight designed in high-tech labs or cooked
into your body and your brain. Some up in basement bathrooms. Cheap
men are machines. There are only and available, a way to escape from
two classes on earth: winners and a world that the gods have forsaken.
losers. Urban jungles. Tribal gangs This is your world. This is your grave
roaming the streets. Burned-out and your playground. And the sky
cybersoldiers looking for jobs. above is the color of television, tuned
Biosculpted beauties presenting the to a dead channel.
CORE MECHANIC
CHARACTER
CREATION
COMBAT
DEATH & DYING
EXPERIENCE
USAGE DIE
CONTACTS
IMAGINE
A
DARK
FUTURE
IMAGINE A DARK FUTURE
CHAR CREATION
RULES &
CHARACTERS
Everything a character might possibly attempt Once all stats are generated, two may be
that could result in failure is resolved by testing swapped around.
attribute stats, in order to successfully test a
stat - a player must roll below it on a d20. CHOOSE A CLASS
Enemies don’t make tests - a character must There are ten choices: Solos, Martial Artists,
avoid their attacks by making a test, the only Nomads, Cops, Netrunners, Rockers,
time an enemy would roll is for damage. Techies, Faces, Fixers and Corporates. Your
class determines how much damage you do,
ROLL YOUR STATS your Hit Points and unique abilities.
Stats are generated with 3d6 in the following
order Strength (STR), Dexterity (DEX), BUY EQUIPMENT
Constitution (CON), Intelligence (INT), Every new character starts with 1d100 x 50
Wisdom (WIS), Charisma (CHA). If a stat of dollars with which to buy their equipment.
15+ is rolled the next must be rolled with 2d6 Characters also start out with a set of decent
+ 2, then continue with 3d6 until the end or clothes and other items listed in their class.
another 15+ is rolled.
7
IMAGINE A DARK FUTURE
ARMOR+SAVES
8
IMAGINE A DARK FUTURE
MOVEMENT+COMBAT
9
IMAGINE A DARK FUTURE
COMBAT+HEALING
2 d6 (3) HEALING
Characters can gain Hit Points from Healing
3 2d4 (4)
Stims and Abilities. They can never gain
4 d10 (5) more than their maximum - and can never
5 d12 (6) go below zero either. When healing a
character who is OofA, just start at zero and
6 d6+d8 (7)
count up. That character is now back on
7 2d8 (8) their feet and no longer OofA.
8 3d6 (9)
OUT OF ACTION
9 2d10 (10)
1 KO‘ed -- Just knocked out.
10 d10+d12 (11)
2 Fat Head -- Disadvantage on all
tests for the next hour.
10
IMAGINE A DARK FUTURE
EXPERIENCE+NPCs
11
IMAGINE A DARK FUTURE
USAGE DIE+CONTACTS
12
a _Mirrorshades
Character Sheet
Strength
Dexterity
Constitution
Wisdom
Intelligence
Charisma
CLASS ABILITIES
9 10 11 12
13 14 15 16
17 18 19 20 OTHER
AMMO Put your Usage Die
Put your ammunition for various things
21 22 23 24
Usage Die here. here.
DRUGS
VEHICLES
CYBERWARE
HACKING
OPEN
THE
FLOOD
GATES
OPEN THE FLOOD GATES
DRUG LAB
BETTER
LIVING
Cyberpunks use drugs. Period. It's that simple. as a pill, or you can smoke it. Forth, now it‘s
The advances of chemistry have brought up a time to determine the Side Effects of the drug.
plethora of new drugs that give the user what he These are effects that will set in shortly after
taking the drug. After the drug tables, you find a
wants. Of course, there is no drug without side
list of definitions of primary effects.
effects.
Drugs typically add +1 (or +2) to an attribute
Mirrorshades uses a very simple system to being tested while on the substance (or gain
create these chemicals. Roll some dice on the advantage). Sometimes it’ll add a natural AP
following tables to determine what effects and bonus (as in the character is so high they don’t
side effects a drug has. feel the damage). When the drug’s duration
wears off the target suffers Disadvantage to all
First, you determine the Primary Effects of the tests for 1 hour. Taking drugs too often can
drug. This is what the drug is supposed to do. result in addiction. Being addicted means
Second, you determine the Permanent Effects suffering Disadvantage to all WIS and CHR rolls
of the drug. These are effects that are entirely every day you don’t take the substance (GM can
unwanted, but will come anyway. Third, you state when addiction occurs. Rule of thumb-
determine the so-called delivery system. This is taking a drug four times or more). One month
the way the drug is administered, e.g., it comes of being dry will break the addiction.
15
OPEN THE FLOOD GATES
DRUG LAB
4 Anticoagulant 2 Carcinogenic
6 Aphrodisiac 4 Coma
9 Depressant 7 Nightmares
15 Pain Negotiation
3 Smoked, Inhaled
4 Powdered, Snorted
1d20*$10 6
7
Liquid
16
OPEN THE FLOOD GATES
DRUG LAB
8 Delusions 33 Nausea
9 Depression 34 Numbness
10 Diarrhea 35 Paralysis
19 Headaches 44 Sleepy
24 Insomnia 49 Tremors
17
OPEN THE FLOOD GATES
DRUG LAB
18
OPEN THE FLOOD GATES
DRUG LAB
19
OPEN THE FLOOD GATES
DRUG LAB
20
NOTES
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OPEN THE FLOOD GATES
VEHICLES
22
OPEN THE FLOOD GATES
VEHICLES
23
OPEN THE FLOOD GATES
CYBERWARE
24
OPEN THE FLOOD GATES
CYBERWARE
25
OPEN THE FLOOD GATES
CYBERWARE
Cyberaudio Systems: these systems enhance Cyberlimbs: whole limbs are replaced by
or replace the natural hearing ability. In artificial ones.
order to work, they require a so-called • Cyberlimbs cost 1d4*1500.
cyberaudio adapter, to be installed in the • Humanity Loss is 2d6 (2-12 points)
user's skull, or, more exact, into the user's
auditive and speech center. Only one Cyberlimb Devices: these are devices that
cyberaudio adapter is required for any given are built into a cyberlimb. Like cyberhands/
number of cyberaudio systems. A cyberaudio feet, they come in hundreds of variants.
system is "plugged" into this adapter. Some examples: leg holsters (to carry a
Cyberaudio has lots of uses, like bodyfones weapon inside a cyberleg, a la Robocop),
(a cell phone built into the skull), audio cyberlimb armor, extra shoulders (to install a
recorder, tracking devices, or bug detectors. second pair of cyberarms), audio/video
• A cyberaudio adapter costs $500, Humanity recorders or titan joints (for that extra
Loss is 2d6 (2-12 points). durabilty during crucial missions).
• Cyberaudio systems cost 1d4*$100, Humanity Notorious cyberpunks have also their
Loss is 1d6/2 (1-3 points) weapons built into a cyberlimb (an arm
pistol compartment, for instance).
Cyberhands/Cyberfeet: only the hand or the • Cyberlimb devices cost 1d10*$150.
foot is replaced with an artificial one, not the • Humanity Loss is either 1d6/2 (1-3 points, for
whole limb. Cyberhands/cyberfeet come in devices with standard uses, like audio/video
many different varieties. There are recorders) or 2d6 (2-12 points, for cyberweapons
cyberfingers that have an electric torch built or devices that are very remote from any human
in, or fingertip compartments. There are appearance, like extra shoulders. Please note
cyberhands with magnetic inductors, that the user has to pay the cost for the weapons,
enabling the character to cling to any metal too).
surface. There are gyrostabilizer hands that
allow the user to tote a machinepistol Cyberoptic Systems: these systems enhance
without having to deal with recoil. or replace the natural abilities of the human
Possibilities are endless here. eye with digital camera technology. To work,
• Cyberhands/cyberfeet cost 1d4*$150. they require a so-called cyberoptic adapter,
• Humanity Loss is either 1d6/2 (1-3 points, for to be installed in the user's skull. Only one
hands/feet with standard uses like normal cyberoptic adapter is required for any given
hands/feet) or 2d6 (2-12 points, for weapon number of cyberoptic systems. A cyberoptic
hands/feet or hands/feet that don't resemble a system is "plugged" into this adapter.
real hand/feet any more). Cyberoptic has lots of uses, like image
26
OPEN THE FLOOD GATES
CYBERWARE
27
OPEN THE FLOOD GATES
CYBERWARE
2 Kiroshi
Chameleon Skin Weave: Biosystem, allows
the wearers to blend into their environment; 3 T-Maxx
6 Cyphire
Thermographic Eyes: Cyberoptic system,
allows the wearers to see heat emissions, 7 Zetatech
effectively granting them sight in total 8 Biotechnica
darkness. $600, HL 1d6/2
9 Geotech
28
OPEN THE FLOOD GATES
HACKING
29
OPEN THE FLOOD GATES
HACKING
CYBERDECK ADD-ONS PRICE follow the netrunner around till one party
loses or disappears.
base price for a cyberdeck 1,000 $
• d12s are info nodes (datastores) that may
each d6 added to hp 5,000 $ contain other useful/interesting info that
going from 0 to DEX/INT to +1 5,000 $ the hacker can use.
30
OPEN THE FLOOD GATES
HACKING
Anti System software can damage computer 3. Static Trap- INT test to hack. Add +2 to
systems, cyberdecks and software. Anti the result.
Personnel programs are also called Black IC 4. Feedback Loop- WIS test or become stuck
and injure or kill the netrunner. If an Anti in signal feed. Lose 1d4 rounds.
System program reduces the cyberdeck‘s hit 5. Fake Path- WIS test or go down fake
points to zero, the hacker gets booted from cyber path. Lose 1d4 rounds to return..
the system. If an Anti Personnel program 6. Info Dump Trap- INT test or suffer
(Black IC) reduces a netrunner‘s hit points to overload of information. Suffer
zero, they are Out of Action and roll on the Disadvantage on INT roll for 24 hours.
OoA table on page 11.
d10- Attack Node– Resolve as normal combat.
d4- Defense Wall- These walls cannot simply be 1. Base unit- HD 1, 1d4 damage to deck (Anti
passed through. Must hack these nodes to proceed System) or hacker (Anti Personnel).
down path. 2. Guardian unit- HD 3, 2d4 damage to deck
1. Electric barrier- shocks if fails a CON test. (Anti System) or hacker (Anti Personnel).
Netrunner paralyzed for 1 round. Treat as having 5 AP.
2. Static barrier- INT test to hack. Add +2 to 3. Assassin unit (Anti Personnel)- HD 2, 1d6
the result. damage. Hacker suffers Disadvantage on
3. Spiked barrier- Must succeed INT test. tests to detect this. Suffers additional 1d6
Each round bypassing/hacking take 1d4 damage from first attack if failed. OR
damage. Virizz (Anti System)- HD 2. Must succeed
4. Glue Barrier- Must succeed a DEX check a DEX check or become stuck. Stuck until
or become stuck. Stuck until successful successful test.
test. 4. Turret unit (Anti Personnel)- HD 1, 2
attacks 1d4 damage each. Can fire stun
d6- Trap Software- Netrunner must succeed shot as full attack- Succeed CON test or
INT test to detect (takes 1 round). INT (Hacking) be paralyzed for 1 round. OR
test to disable (takes 1 round). Failure sets it off. Flatline (Anti System)- HD 1, 2 attacks.
1. Glue Bomb- DEX check or become stuck. Destroys the entire chipset of the
Stuck until successful test. cyberdeck (1d6*$1,000 to replace it) after
2. Speedtrap- INT check to cover your ass, one successful hit.
or it alarms 1d6 nodes in its vicinity about 5. Modulation unit- HD 3, 2d4 damage to
an intruder: hackers lose their Advantage deck (Anti System) or hacker (Anti
rolls in cyberspace for the duration of this Personnel). Hacker suffers Disadvantage
run. on attacks to hit Modulation unit.
31
OPEN THE FLOOD GATES
HACKING
6. Krash unit (Anti System)- HD 2. If it hits, d12- Info node- Make INT (hacking) test to
it causes the cyberdeck to crash, dropping obtain info. Hacking through security and
the hacker out of the net. passwords takes 1d4 rounds.
7. Murphy (Anti System)- HD 2. If it hits, it 1. BBS (1-3: harmless, 4-5: Hacker BBS; 6:
causes the cyberdeck to launch all its apps Black-market BBS)
at once, causing massive lag: roll the 2. Business (1-5: small; 6: major)
hacker‘s Usage Die three times. 3. Restaurant chain
8. Toxic unit (Anti Personnel)- HD 2, 1d6 4. Transport company
damage. Poisons target on successful 5. City council or small government
attack; succeed CON test or suffer 6. Police
additional 1d4 damage for 1d6 rounds. 7. Hospital
OR 8. High School (1-2), College (3-4) or
Poison Flatline (Anti System)- HD 2. University (5-6)
Destroys the dyberdeck after only one 9. Telecommunication company
successful hit. 10. Military company
9. Viral 15 (Anti System)- HD 2. Randomly 11. Bank
erases memory and files from the deck, 12. Orbital company
causing lag (roll Usage Die twice) and
massive effort to fix: Hackers lose their
Advantage.
10. Roll 1d6:
• 1-3: Brainwipe (Anti Personnel)- HD 2.
Each hit reduces the hacker‘s INT by
1d4, permanently.
• 4-5: Lich (Anti Personnel)- HD 2. Each
hit reduced the hackers INT by 1d4, but
selectively. It implants a pseudo-
personality (GM decides) into the empty
brain.
• 6: Firestarter (Anti Personnel and Anti
System)- HD 3. A successful hit sends
enormously powerful surges into the
deck, causing the wires and deck to
explode and burn, frying the hacker as
if on an electric chair.
32
DEFENSE WALL
Electric barrier, shocks
if failed CON test;
netrunner paralyzed
for one round
ATTACK NODE
START (I roll 1d6, for a 1)
Entry point Brainwipe- HD 2.
Each hit reduces the
hacker‘s INT by 1d4,
permanently.
INFO NODE
(I roll 1d6, for a 5)
Small business
TRAP SOFTWARE
Info Dump Trap--
ATTACK NODE
INT test or suffer
Assassin Unit (Anti
information
Personnel)-- HD 2, 1d6
overload. Suffer
damage. Hacker suffers
Disadvantage on
Disadvantage to detect.
INT rolls for 24 hrs.
Additional 1d6 damage
from first attack if hacker
doesn‘t detect the unit.
GOAL
LIVING
ON
THE
EDGE
LIVING ON THE EDGE
CHARACTER CLASSES
3
CHARACTER
CLASSES
Mirrorshades offers you ten different character Faces or „Media“ are people who can
classes. Included is everything that mirrors (see manipulate others very effectively.
what we did here?) the classic 80‘s cyberpunk
games and literature.
Techies know technology inside and out.
They can fix things. Netrunners, also called
DIFFERENT FOLKS, hackers, can surf the net like no other, and
DIFFERENT STROKES they are the only ones that can hack into
Solos are professional street warriors. They computer systems.
might be soldiers, but the term includes
bodyguards and hitmen, as well. Martial Cops are the ones who try to uphold the law.
Artists are those characters who have But of course, there are those who use their
noticed that there is a working core in every badge as an excuse for violence and power
martial art, turning the „art“ into a full- trips. Nomads are bikers, members of large
blown combative style again. Rockers are tribes that look out for their people.
musicians, singers and/or artists. Corporates are the ones who pull the strings
-- at least if their rank allows for it.
35
LIVING ON THE EDGE
CHARACTER CLASSES
a SOLO
Starting HP: d10 + 4 One Man-Army: As part of your action, your can
HP Per Level/Resting: 1d10 make 1 attack per level. Start with one free piece
Weapons & Armor: Any and all of Cyberware at level one.
Attack Damage: 1d8 / 1d6 Unarmed or
Improvising LEVELING UP
36
LIVING ON THE EDGE
CHARACTER CLASSES
a MARTIAL ARTIST
Starting HP: d8 + 4 I know Kung Fu: When fighting unarmed or
HP Per Level/Resting: 1d8 with melee weapons, you can make two attacks
Weapons & Armor: Thick Leather Jacket, as part of their action. Increase to three attacks
Pistols, Staves, Knives, Throwing Stars, Swords, at 5th level.
Nunchucks, Brass Knuckles, and Fists
Attack Damage: 1d8 w/ weapon or Unarmed/ LEVELING UP
1d4 Improvising
Roll to see if attributes increase, roll twice for
SPECIAL FEATURES STR or DEX.
Acrobatics: It‘s all about grace, man. You have STARTING GEAR
an Advantage on DEX rolls to perform acrobatic
tasks like moving silently, climbing, flipping, WEAPON: Pistol and staff
etc. ADDITIONAL: Ammo for pistol, smart phone,
protein rations (d6), flash light, healing stim.
Dodge: You know how to dodge attacks. The
Martial Artist has 4 AP (this can stack with Thick
Leather Jacket, but nothing higher). This
replenishes with an hour of rest.
37
LIVING ON THE EDGE
CHARACTER CLASSES
a ROCKER
Starting HP: d6 + 4 Work the Crowd works only on groups of at
HP Per Level/Resting: 1d6 least 10 people.
Weapons & Armor: Leather Jacket, Pistols,
Knives, Knuckles, and Fists LEVELING UP
Attack Damage: 1d6 w/ weapon or Unarmed/
1d4 Improvising Roll to see if attributes increase, roll twice for
CHA or WIS.
SPECIAL FEATURES
STARTING GEAR
Work the Crowd: As a performer, you know
exactly how to manipulate crowds. Roll against WEAPON: Pistol and knife
CHA to sway crowds equal to your Experience ADDITIONAL: Ammo for pistol, smart phone,
Level squared time 200. Of course, being a 1d6 recreational drugs, two musical instruments
Rocker, you use your artistic skill to control,
charm and incite large number of people. Art is
mightier than the sword, or so they say.
38
LIVING ON THE EDGE
CHARACTER CLASSES
a FACE
Starting HP: d6 + 4 against manipulation. You have the Advantage
HP Per Level/Resting: 1d6 on saves against effects to influence you or cloud
Weapons & Armor: Thick Leather Jacket, Bullet your mind.
Proof Vest, Pistols, Rifles, Baseball Bat, and
Knives You start with an additional level 2 contact in
Attack Damage: 1d6 w/ weapon or Unarmed/ addition to normal rules.
1d4 Improvising
LEVELING UP
SPECIAL FEATURES
Roll to see if attributes increase, roll twice for
Social Butterfly: You are a people person. And INT or CHA.
you use this to get what you want. You have an
Advantage on CHA rolls to influence, charm, STARTING GEAR
deceive or schmooze people. If you‘re working as
a journalist („media“), you can use this ability to WEAPON: Pistol and knife
find out what‘s really going on. ARMOR: Thick leather jacket
ADDITIONAL: Ammo for pistol, smart phone,
Mindshield: You know how to manipulate toolkit, protein rations (d6), flash light, healing
people, so you know how to defend yourself stim.
39
LIVING ON THE EDGE
CHARACTER CLASSES
a TECHIE
Starting HP: d8 + 4 driver’s DEX for chases) and give the car 2 AP.
HP Per Level/Resting: 1d8 Effect lasts for 10 minutes.
Weapons & Armor: Thick Leather Jacket, Bullet
Proof Vest, Pistols, Shotguns, Brass Knuckles, I make them, I break them: You know how
Heavy Wrench, and Knives machines operate and how to hurt them. You
Attack Damage: 1d6 w/ weapon or Unarmed/ have an Advantage on damage rolls against
1d4 Improvising machines, androids, and drones.
Repair: You must succeed on an INT test to Roll to see if attributes increase, roll twice for
repair a machine, Android, or Drone. If DEX or INT.
successful, heal 1d6 +Experience Level HP back
(sixes explode) and replenish the target’s AP (if STARTING GEAR
applicable). Repairing an object takes 1d6 hours.
WEAPON: Shotgun and knife and heavy wrench
Pimp my Ride: Once per hour, after fiddling ARMOR: Thick leather jacket
with a vehicle for 1d6 minutes you can soup-up a ADDITIONAL: Ammo for shotgun, smart
vehicle, increasing the speed (adding +2 to the phone, toolkit, protein rations (d6), flash light,
healing stim.
40
LIVING ON THE EDGE
CHARACTER CLASSES
a NETRUNNER
Starting HP: d6 + 4 Recovery: Once per hour, while in combat when
HP Per Level/Resting: 1d6 “jacked in” to combat in cyberspace, you can
Weapons & Armor: Thick Leather Jacket, Bullet regain 1d6 lost HP.
Proof Vest, Pistols, Shotguns, and Knives
Attack Damage: 1d6 w/ weapon or Unarmed/ Drone Pilot: You can operate a Drone as a part
1d4 Improvising of your action (foregoing movement) instead of
consuming your whole action.
SPECIAL FEATURES
LEVELING UP
Datawave Surfer: You could talk Binary if you
wanted to. You can manipulate online data, Roll to see if attributes increase, roll twice for
program new software and perform other non- INT or WIS.
mundane tasks on the net. Non-Netrunner
characters can enter the net, but cannot STARTING GEAR
manipulate it in any powerful way.
WEAPON: Pistol or shotgun and knife
Coding: You have an Advantage on rolls when ARMOR: Thick leather jacket
dealing with computers, navigating cyberspace, ADDITIONAL: Cyberdeck (average, no bonus),
or hacking including when “jacked in” to ammo for firearm, smart phone, tablet, protein
cyberspace. rations (d6), flash light, healing stim.
41
LIVING ON THE EDGE
CHARACTER CLASSES
a COP
Starting HP: d8 + 4 warrant, of course). This might be met with
HP Per Level/Resting: 1d8 hostility on the other side.
Weapons & Armor: Thick Leather Jacket, Bullet
Proof Vest, Pistol, Rifles LEVELING UP
Attack Damage: 1d8 w/ weapon or Unarmed/
1d6 Improvising Roll to see if attributes increase, roll twice for
DEX or CHA.
SPECIAL FEATURES
STARTING GEAR
I Am The Law: As an officer of The Law, you
know how to intimidate and control others. You WEAPON: Pistol
roll with Advantage against CHA whenever ARMOR: Bullet Proof vest
you‘re trying that. You also have the authority to ADDITIONAL: Ammo for pistol, smart phone,
arrest people or search their homes (with a toolkit, flash light, healing stim.
42
LIVING ON THE EDGE
CHARACTER CLASSES
a NOMAD
Starting HP: d8 + 4 Incoming!: You roll with Advantage when
HP Per Level/Resting: 1d8 testing DEX to avoid damage or effects from
Weapons & Armor: Thick Leather Jacket, Bullet traps and explosions (like grenades).
Proof Vest, Pistols, Rifles, Staves, Baseball Bat,
Shiv (normally considered Improvised), Brass LEVELING UP
Knuckles and Knives
Attack Damage: 1d6 w/ weapon or Unarmed/ Roll to see if attributes increase, roll twice for
1d4 Improvising DEX or WIS.
Tribe: You are the member of a gang or tribe. WEAPON: Pistol and knife
You roll against INT to call upon the resources ARMOR: Thick leather jacket
and help of your family. The higher your ADDITIONAL: Ammo for pistol, smart phone,
Experience Level, the more important you are to flask, backpack, protein rations (d6), flash light,
your tribe and the more help you can call upon. healing stim.
On Experience Level 2, you might be able to get
several tribesmen to help you. On level 9, you
may even have your own family.
43
LIVING ON THE EDGE
CHARACTER CLASSES
a CORPORATE
Starting HP: d6 + 4 LEVELING UP
HP Per Level/Resting: 1d6
Weapons & Armor: Bullet Proof Vest, Pistols, Roll to see if attributes increase, roll twice for
Knives, Knuckles, and Fists INT or CHA.
Attack Damage: 1d6 w/ weapon or Unarmed/
1d4 Improvising STARTING GEAR
44
LIVING ON THE EDGE
CHARACTER CLASSES
a FIXER
Starting HP: d6 + 4 gather. Level 3 means you have contacts for
HP Per Level/Resting: 1d6 weapons, tools, or minor illegal operations.
Weapons & Armor: Thick Leather Jacket, Bullet Level 9 means you are a major player in the
Proof Vest, Pistols, Rifles, Staves, Baseball Bat, underground yourself.
Shiv, Brass Knuckles and Knives
Attack Damage: 1d6 w/ weapon or Unarmed/ LEVELING UP
1d4 Improvising
Roll to see if attributes increase, roll twice for
SPECIAL FEATURES INT or CHA.
45
EQUIPMENT
LET‘S
GO
BUY
STUFF
LET‘S GO BUY STUFF
EQUIPMENT
PRICE
LISTS
On the following two pages, you find several
tables for your convience. They cover essential
topics like lifestyle, gear, and weapons and
armor.
47
LET‘S GO BUY STUFF
DAILY LIFE
LIFESTYLE COST
Street free
48
LET‘S GO BUY STUFF
EQUIPMENT
Pistol 550 $ --
Shotgun 550 $ --
49
ENEMIES
THE
OTHERS
THE OTHERS
ENEMIES
ENEMIES &
OPPONENTS
On the following page, you find a few
interesting opponents for your game. Included
are weak characters as well as powerful ones.
Please note that the first entry, „Android“,
refers to cyberpunk games that have more of a
Bladrunner vibe. Many old-school cyberpunk
novels do not include androids. Your mileage
may vary.
51
THE OTHERS
ENEMIES
Android 3 Pistol and submachine gun and knife (1d8). Never gets tired.
Badlander 3 Rifle and rebar club (1d8). Can survive on scraps and difficult
environments. Has a pet Giant Sewer Rat or Wild Dog.
Beat Cop 1 Night Stick and pistol (1d6) and taser- CON test or stunned for 1d4
rounds.
Bruiser 2 Shotgun and brass knuckles (1d8). Mohawk and gold tooth. Bullet
proof vest (2 AP).
Corporate Guard 2 Rifle and pistol (1d8), Bullet proof vest (2 AP), Earpiece
communication.
Corporate Security 1 Cool glasses and bad ass attitude. Can’t be intimidated. Pistol and
shotgun and brass knuckles (1d8 damage).
Crime Boss 5 Shotgun and machine gun (2d6+1). Kevlar Vest (4 AP). Angry
disposition. One piece cyberware. Disadvantage on defense rolls
when Gang Leader attacks.
Gang Leader 5 Shotgun and machine gun (2d6+1). Kevlar Vest (4 AP). Angry
disposition. One piece cyberware. Disadvantage on defense rolls
when Gang Leader attacks.
Ganger, competent 2 Pistol, knife, and rifle (1d8). Tattoos and devil-may-care attitude.
Thick Leather Jacket (1AP).
Ganger, weak 1 Pistol and knife (1d6). Wears Thick Leather Jacket (1AP).
Giant Sewer Rats 1 Bite (1d3) Con save or gain illness- bedridden for 2d4 days.
Police Detective 4 Pistol and shotgun (2d6). Bullet proof vest (2AP).
Tweaked-out Ganger 1 Pistol and knife (1d6). Wears Thick Leather Jacket (1AP) and has 1
dose of drugs.
52
DATA
YOUR
WORLD
IN
TABLES
NOTES
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YOUR WORLD IN TABLES
NAMES
TABLES FOR
YOUR GAME
The following randomized tables will help you
describe the game world. We‘ve included
names, cyberdeck brands, firearm brands,
ammunition, alcoholic drinks, band names,
bars, chemicals, cigarettes, cocktails,
companies, demon names, street drugs, gangs,
mobsters, herbs, office buildings, trideo movies,
small towns, snacks and video games.
55
YOUR WORLD IN TABLES
NAMES
MALE FEMALE
Graham Wyke, Kennith Corwin, Chet Denisse Caldera, Calista Carthen, Phoebe
Haught, Darron Rocheford, Cordell Rhyne, Riordan, Rosette Hewett, Ai Castiglione,
Isaias Alcantar, Porter Bentzen, Benedict Ashlea Alessandro, Ardelia Sharpey, Denisse
Alers, Chas Harcrow, Jonas Malik, Chas Vanlaere, Sarai Flanigan, Cherlyn Sarratt,
Leath, Elden Castillon, Malcolm Sladek, Lynna Melchor, Phoebe Konicek, Makeda
Isaias Kader, Graham Helsing, Hunter Reade, Chasidy Wescott, Cayla Markell,
Erikson, Scotty Weyer, Avery Castillon, Denisse Vanlith, Makeda Simril, Lashell
Jacinto Hartjen, Lucius Steiger, Chua Baio- Forgrave, Teisha Vilchis, Evelynn Carthen,
Lai, Lai Shye-Ge, Sui Su-Mou, Liao Li-Jai, Zhe Wa-Na, Qu Hu-Shu, Toy Yong-Ru, Lee
Kao Da-Ke, Lu Jao-Che, Chua Shi-Bo, Go Yan-Ku, Chieu Shiao-La, Yuan Ku-Lu, Chao
Hwai-Hou, Tu Bi-Jao, Xiu Tia-Luo, Tu Qui- Ji-Xiao, Joe Jui-Fei, Goei Rou-Fei, Mao Mo-
Ke, Zhoo Fu-Chia, Ti Mei-Kao, Toy Shee-Che, Shu, Goei Xue-Yak, Gao Mao-Hi, Ang Mao-
Gao Lou-Chou, Tao Young-Gui, Zou Zhi-Li, Sho, Pi Li-Hu, Chiu Ji-Xue, Xiao Qiu-Bo, Toy
Chu Ku-Ying, Gui Kao-Shay, Kao Fa-Wu, Yeng-Xue, Tsai Si-De, Kao Bao-Xa, Shoe De-
Tabei Taku, Kata Suke, Tsaka Katsa, Maka Miao, Okan Seko, Tami Kiko, Yawan Mako,
Shitei, Yagan Hige, Maka Mane, Hase Ichin, Saki Sumi, Mini Sako, Himo Chito, Kata
Matsu Fumi, Mizu Gito, Mizu Romo, Toyota Kichi, Kawa Orun, Take Toko, Omon Mako,
Maro, Ogan Tetsai, Take Buro, Sakai Taro, Kami Akun, Kawa Fumi, Yaran Anan, Tsado
Uran Katsai, Yoban Yokin, Moto Naru, Toshi Kine, Kama Hiko, Kura Sako, Sona Kami,
Sahi, Kata Sami, Taki Shide, Ignald Sego Suku, Kama Einan, Soni Hiko, Lara
Karakaya, Arav Gina, Yurik Bukhuky, Gori Mandenky, Domaya Cherodol, Vetla
Bunova, Adir Neyeva, Ladi Bochena, Riani Gorcheba, Ashale Sashkusi, Zina Nova,
Mikhuba, Kopos Reskina, Kaziv Kharova, Etlalya Ikov, Vikta Kova, Gasha Rova, Sulya
Ladi Cheva, Sandri Shine, Viktii Lanchovtsii, Loskova, Makra Bova, Anarya Malcheva,
Friliy Kova, Gori Fyevichai, Vlukonst Andraga Leva, Alera Dolgana, Inale Ginova,
Bedenko, Zivas Chenkiny, Lukyan Kovtusi, Vilmaya Yakovar, Leksiya Myatovoi, Xena
Gustii Krezhnova, Geni Penchenko, Markof Manova, Vela Motina, Anina Toffilai, Makria
Bogina Osulin
56
YOUR WORLD IN TABLES
NAMES
NETRUNNER HANDLES
Perfect Angel, Radical Deck, Shady God,
Angry Saint, Angry Phoenix, Angry Lion,
Radical Gibson, Enigma, Merlin, Serial
Vector, Tengu, Neon Jack, Warlord, Strange
Phantom, Shady Edge, Steel Flynn, Deviant
Warlord, Neural Node, Deviant Alice,
Templar, Binary Nene, Bobby Tables,
Lucifer, Prime Nikita, Acid Shogun, Dead
Lion, Quantum Link, Chrome Zero,
Quantum Dante, Vagabond, Shady Tempest,
Grim Comrade, Terminal Warlord, Merlin,
Psycho Sync, Master Ghost, Analog Exile,
Infinite Loop, Chrome Agent, Golden
Hunter, Golden Alice, Quantum Ninja,
Digital Jack, Agent Chaos, Anne Bonny,
Terminal Adept, Rogue Storm, Psycho Link,
Corrupt Lion, Kernel Panic
57
YOUR WORLD IN TABLES
CYBERDECKS
8 Techtronica 9 "Master"
9 WuTech 10 "Captain"
10 Zetatech 11 "Navigator"
12 Siemens
2 Powerhouse 12 Legbiter
3 Reactor 13 Sanglamore
6 Skysurfer 16 Leah
8 Glyde 18 Vengeance
10 Excalibur 20 Scalpel
58
YOUR WORLD IN TABLES
FIREARMS
d8 1 2 3 4
1 AkuTek Arasaka Ares Armalite
5 Lion&Atkinson Arms,
Kalashnikov Kamaha Manex
Inc
d8 5 6 7 8
1 Bartholomew &
Australian Ammo Bauhaus Beretta
Grendel
59
YOUR WORLD IN TABLES
FIREARMS+AMMO
14 A city 14 Hydrashok
2 Tsunami 5 Militech
3 Glaser 6 Starburst
60
YOUR WORLD IN TABLES
DRINKS+BANDS
61
YOUR WORLD IN TABLES
BARS+CHEMICALS
62
YOUR WORLD IN TABLES
SMOKES+DRINKS
63
YOUR WORLD IN TABLES
COMPANIES+DEMONS
64
YOUR WORLD IN TABLES
STREET DRUGS+GANGS
65
YOUR WORLD IN TABLES
MOBSTERS+HERBS
66
YOUR WORLD IN TABLES
OFFICES+TRIDEO
67
YOUR WORLD IN TABLES
SMALLTOWNS+CHOW
68
YOUR WORLD IN TABLES
GAMES
69
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The name Matush Manhunt and all artwork, logos and layout are NOTICE portion of this License to include the exact text of the
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5. Representation of Authority to Contribute: If You are contributing Productions; Author Mike Evans; Mirrorshades, Copyright 2016
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Contributions are Your original creation and/or You have sufficient
Alcoholic Drinks, random table 61 Experience 11
Ammunition 49 Face 39
Ammunition, random tables 60 Firearm brands, random tables 59
Armor Points 8 Firearm models, random tables 60
Armor Proficiency 8 Fixer 45
Attack Nodes 31 Full-Automatic Fire 9
Attacks, Defenses, Damage 9 Gaining Levels 11
Bands, random table 61 Games, random table 69
Bars, random table 62 Gangs, random table 65
Character Classes 35 Gear 48
Chemicals, random table 62 Glue Armor 27
Choose a Class 7 Hacking 29
Class Weapons 11 Healing 10
Company names, random table 64 Herbs, random table 66
Contacts 12 Info Nodes 32
Converting Saves 8 Initiative 9
Cop 42 Lifestyle costs 48
Core Mechanic 7 Martial Artist 37
Corporate 44 Mobsters, random table 66
Critical Damage 10 Movement & Distance 9
Cyberdeck brands, random tables 58 Names 56
Cyberdecks 29 Netrunner 41
Cyberhands 26 Nomad 43
Cyberlimb Devices 26 Office Buildings, random table 67
Cyberlimbs 26 OGL and copyright note 70
Cyberoptic Systems 26 Players‘ Turn 8
Cyberpsychosis 24 Powerful Opponents 10
Cyberspace Combat 30 Price Lists 47
Cyberware 24 Random Encounters 11
Cyberware Accessories 25 Reactions 11
Cyberware Audiosystems 25 Resting 11
Cyberware Brands 28 Rocker 38
Cyberware Implants 27 Roll your Stats 7
Cyberware Neurosystems 27 Small towns, random table 68
Cyberware, Bioware 25 Smokes & Vapes, random table 63
Cyberware, Creation of 25 Snacks, random table 68
Data Fortresses 30 Software 29
Death & Dying 10 Solo 36
Defense Walls 31 Street drugs, random table 65
Demon names, random table 64 Surgery costs of Cyberware 27
Drinks, random table 63 Tables 55
Drones 23 Techie 40
Drugs 15 Time and Turns 8
Drugs, Combining of 20 Trap Software 31
Drugs, Delivery Systems 16 Trideo movies, random table 67
Drugs, Explanation of Effects 18 Two-Handed Weapons, Dual Wielding 9
Drugs, Permanent Effects 16 Usage Die 12
Drugs, Primary Effects 16 Vehicle Brands 23
Drugs, Side Effects 17 Vehicle Upgrades 23
Encumbrance 11 Vehicles 22
Enemies 51 Vehicles, Chases 22
Enemy HD 9 Weapons 49
A Matush Manhunt game